export default  `
uniform vec3 color;    
uniform sampler2D texture;    
    
varying float opacity;    
    
// Normalizes a value between 0 - 1    
float normFloat(float n, float minVal, float maxVal){    
    return max(0.0, min(1.0, (n-minVal) / (maxVal-minVal)));    
}    
    
void main() {    
    // Additive    
    // gl_FragColor = texture2D( texture, gl_PointCoord);    
    // gl_FragColor.a = normFloat(opacity, 0.01, 0.1);    
}
`